Information processing program, information processing system, information processing device, and information processing method
The game system improves strategic gameplay by allowing controlled exit and re-entry of player and ally objects with diverse return positions, balancing gameplay dynamics and enhancing player engagement.
Patent Information
- Application Number
- JP2025157859
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-09-24
- Publication Date
- 2025-12-11
AI Technical Summary
Existing game systems lack strategic depth in player object re-entry mechanics after leaving the game stage, leading to a lack of engagement and variety in gameplay.
Implementing a system that allows player and ally objects to exit the game stage under specific conditions, with controlled re-entry options based on player input, including different return positions and strategies, and managing enemy object behavior to balance gameplay dynamics.
Enhances strategic depth and player engagement by providing varied re-entry options and balancing gameplay advantages, ensuring fair competition and maintaining interest through predictable yet strategic re-entry mechanics.
Smart Images

Figure 2025181981000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing system, an information processing device, and an information processing method for executing game processing for controlling a player object in a three-dimensional virtual space. [Background technology]
[0002] Conventionally, when a player object controlled by a player leaves a game stage (for example, when it is defeated by another object), the player object is returned to a predetermined position on the game stage and the game is resumed (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-124533 Summary of the Invention [Problem to be solved by the invention]
[0004] Regarding the method for restarting the game after the player object has left the game stage, there is room for improvement in terms of the strategic nature of the game.
[0005] Therefore, an object of the present invention is to provide an information processing program, an information processing system, an information processing device, and an information processing method that can improve the strategic nature of a game. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (15).
[0007] (1) One example of the present invention is an information processing program for causing a computer of an information processing device to execute game processing for controlling a player object and an enemy object in a game stage within a three-dimensional virtual space. The information processing program causes the computer to function as player object control means, enemy object control means, first display control means, player object exiting means, second display control means, and player object returning means. The player object control means controls movement of the player object in the game stage based on input by the player. The enemy object control means controls movement of the enemy object in the game stage regardless of input by the player. The first display control means displays, on the display device, an image of the three-dimensional virtual space seen from a viewpoint whose movement is controlled in a manner following the movement of the player object. The player object exiting means causes the player object to exit the game stage at least when an exit condition is satisfied by an attack from the enemy object. The second display control means causes the display device to display an image of the three-dimensional virtual space seen from a viewpoint at a bird's-eye view position overlooking at least a first area of the game stage, after the player object has left the game stage. The player object return means, after the player object has left the game stage, (a) if a first condition is satisfied, returns the player object based on a designated position within the first area of the game stage, which is designated by a first type of return input, and (b) if a second condition different from the first condition is satisfied, returns the player object based on a designated position of a predetermined other object placed in the game stage, which is designated by a second type of return input. The player object control means, after the player object has returned to the game stage, controls movement of the player object based on an input by the player.
[0008] According to the above configuration (1), the options available to the player when returning to a game stage can be expanded, thereby improving the strategic nature of the game regarding the return.
[0009] (2) In the above configuration (1), the other object may be an ally object whose movement is controlled based on an input from an ally player other than the player.
[0010] According to the above configuration (2), the player can cooperate with his / her teammates in returning the player object to progress through the game to an advantage, thereby improving the strategic nature of returning to the game stage.
[0011] (3) In the above configuration (1) or (2), the information processing program may further cause the computer to function as ally object dismissing means and ally object returning means. The ally object dismissing means dismisses an ally object, whose movement is controlled based on at least an input by an ally player different from the player, from the game stage when the ally object satisfies an dismissal condition due to an attack by an enemy object. The ally object returning means, when a first type of return input is performed by the ally player after the ally object has dismissed from the game stage, returns the ally object based on a position within the first area that is specified by the first type of return input.
[0012] According to the above configuration (3), it is possible to prevent a significant advantage or disadvantage between players on the team in returning to the game stage.
[0013] (4) In the above configuration (3), when the player object exiting means has caused the player object that has satisfied the exit condition to exit from the game stage, the player object exiting means may place the player object at a first standby position different from the game stage. When the ally object exiting means has caused the ally object that has satisfied the exit condition to exit from the game stage, the ally object exiting means may place the ally object at a second standby position that is different from the game stage and different from the first standby position.
[0014] According to the above configuration (4), it is possible to differentiate the environment when each of the friendly objects returns to the game stage, thereby improving the strategic nature of the return to the game stage.
[0015] (5) In the above configurations (1) to (4), when the player object returning means returns the player object based on a designated position designated by a first type of return input, the player object may move the player object in a movement manner different from when the player object is returned based on a designated position designated by a second type of return input.
[0016] According to the above configuration (5), each player can easily recognize which of the two methods the player object is returning to.
[0017] (6) Another example of the present invention is an information processing program for causing a computer of an information processing device to execute game processing for controlling a player object, an ally object, and an enemy object in a game stage in a three-dimensional virtual space. The information processing program causes the computer to function as player object control means, ally object control means, enemy object control means, first display control means, player object exit means, ally object exit means, player object return means, and ally object return means. The player object control means controls movement of the player object in the game stage based on input by the player. The ally object control means controls movement of the ally object in the game stage based on input by an ally player different from the player. The enemy object control means controls movement of the enemy object in the game stage regardless of input by the player. The first display control means displays on the display device an image of the three-dimensional virtual space seen from a viewpoint whose movement is controlled in a manner following the movement of the player object. The player object exiting means, at least when the player object satisfies an exit condition due to an attack by an enemy object, causes the player object to exit the game stage and places the player object at a first waiting position different from the game stage. The ally object exiting means, at least when the ally object satisfies an exit condition due to an attack by an enemy object, causes the ally object to exit the game stage and places the ally object at a second waiting position that is different from the game stage and different from the first waiting position. The player object returning means, after the player object is placed at the first waiting position, returns the player object based on a designated position that is at least within a first area of the game stage and is designated by a return input by the player. The ally object returning means, after the ally object is placed at the second waiting position, returns the ally object based on a designated position that is within the first area and is designated by a return input by the ally player.The player object control means controls movement of the player object based on an input by the player after the player object has returned to the game stage. The ally object control means controls movement of the ally object based on an input by the ally player after the ally object has returned to the game stage.
[0018] According to the above configuration (6), it is possible to differentiate the environment when each of the friendly objects returns to the game stage, thereby improving the strategic nature of the return to the game stage.
[0019] (7) In the above configuration (3), (4), or (6), if a designated position designated by a first type of return input by an allied player is included in the range of the game stage displayed on the display device, the first display control means may further cause the display device to display an image indicating the designated position.
[0020] According to the above feature (7), the player can be made aware of the position where the ally object will return to the game stage.
[0021] (8) In the above configuration (7), the enemy object's behavior may be controlled by an input from an enemy player different from the player and the ally player. The information processing program may cause the computer to function as enemy object dismissing means and enemy object returning means. The enemy object dismissing means dismisses the enemy object from the game stage when at least an dismissal condition is satisfied by an attack from the player object or the ally object. The enemy object returning means, after the enemy object has dismissed the game stage, (a) if a third condition is satisfied, returns the enemy object based on a designated position designated by a first type of return input by the enemy player, and (b) if a fourth condition different from the third condition is satisfied, returns the enemy object based on a designated position designated by a second type of return input by the enemy player, which is the position of a predetermined other object placed in the game stage. The first display control means does not cause the display device to display an image indicating the designated position designated by the first type of return input, even if the designated position designated by the first type of return input is included in the range of the game stage displayed on the display device.
[0022] According to the above configuration (8), it is possible to prevent the object returning to the game stage from being at an excessive disadvantage.
[0023] (9) In the above configurations (1) to (7), the information processing program may further cause the computer to function as enemy object dismissing means and enemy object returning means. The enemy object dismissing means dismisses the enemy object from the game stage when the dismissal condition is met. The enemy object returning means returns the enemy object to a position within the second area of the game stage when the return condition is met after the enemy object has dismissed from the game stage. The first area and the second area may each include a portion that does not overlap with the other area.
[0024] According to the configuration (9) above, it is possible to ensure interest by making it relatively easy to predict the position to which the controlled object can return, while also ensuring the strategic element of the game by providing a variety of return positions, thereby improving the balance between interest and strategy regarding returning to the game stage.
[0025] (10) In the above configurations (1) to (9), the information processing program may further cause the computer to function as effect imparting means, which, when the player object returns based on a designated position designated by a first type of return input, imparts to the player object a game effect that makes it more difficult for an exit condition set for the player object to be satisfied, for a period from the return until a predetermined first time period has elapsed, compared to after the end of the period.
[0026] According to the above configuration (10), it is possible to reduce the possibility that the exit condition will be satisfied immediately after the player object returns.
[0027] (11) In the above configurations (1) to (10), the information processing program may further cause the computer to function as area setting means. The area setting means sets, in the game stage, an unrestricted area and a restricted area in which movement of the player object is more restricted than in the unrestricted area. When the player object returns based on a designated position designated by a first type of return input, the player object control means may control the movement of the player object without imposing restrictions by the restricted area for a period until a predetermined second time has elapsed since the player object's return, even if the player object is located in the restricted area.
[0028] According to the above configuration (11), it becomes easier for the player to move the player object immediately after returning, and the operability of the game can be improved.
[0029] (12) In the above configurations (1) to (11), the player object return means may prohibit a position different from the game stage from being set as the designated position designated by the first type of return input.
[0030] According to the above configuration (12), it is possible to reduce the possibility that an inappropriate position will be designated as the specified position.
[0031] (13) In the above configurations (1) to (12), when the player object returns based on a designated position designated by the first type of return input, the player object return means may move the player object from a position different from the game stage toward the designated position, and change the moving direction of the player object based on an input by the player during the movement.
[0032] According to the above configuration (13), the player can easily adjust the position to which the player object returns.
[0033] (14) In the above configurations (1) to (13), when a second type of return input is performed during a period from when the player object starts to return in response to the first type of return input until the player object actually returns, the player object return means may move the player object based on a designated position designated by the second type of return input.
[0034] According to the above configuration (14), the range of strategies that the player can adopt after the player object returns is widened, and the strategic nature of the game can be improved.
[0035] (15) In the above configurations (1) to (14), the player object returning means may, after the player object has left the game stage, when a predetermined input is made by the player or when a first waiting time has elapsed, transition to a designated position setting state in which a designated position is set by a first type of return input, and may start returning the player object when a second waiting time has elapsed since transitioning to the designated position setting state.
[0036] According to the above feature (15), the player can adjust the timing at which the player object returns to the game stage.
[0037] Another example of the present invention may be an information processing device or an information processing system that executes the processes in (1) to (15) above. Also, another example of the present invention may be a game processing method that executes the processes in (1) to (15) above. [Effects of the Invention]
[0038] According to the information processing program, information processing system, information processing device, and information processing method, the strategic nature of the game can be improved. [Brief explanation of the drawings]
[0039] [Figure 1] FIG. 1 illustrates an example of a game system. [Figure 2] A block diagram showing an example of the internal configuration of a main unit. [Figure 3] A block diagram showing an example of the internal configuration of the main unit, left controller, and right controller. [Figure 4] A diagram showing an example of a game space [Figure 5] FIG. 10 is a diagram showing an example of a transition in the state of a player object when the player object returns to the game stage at the start of a game. [Figure 6] FIG. 10 is a diagram showing an example of a game image displayed when a player object is in a standby state; [Figure 7]FIG. 10 is a diagram showing an example of a game image displayed when a player object is ready to be shot; [Figure 8] A diagram showing an example of injection movement [Figure 9] FIG. 10 is a diagram showing an example of a transition in the state of a player object when the player object returns to a game stage during a game. [Figure 10] A diagram showing an example of a map image displayed on a display. [Figure 11] FIG. 10 is a diagram showing an example of various data used in information processing in a game system. [Figure 12] A flowchart showing an example of the flow of game processing executed by the game system. [Figure 13] 13 is a sub-flowchart showing an example of a detailed flow of the player object control process shown in FIG. 12. [Figure 14] 13 is a sub-flowchart showing an example of a detailed flow of the player object control process shown in FIG. 12. [Figure 15] 10 is a flowchart showing an example of the flow of a jump control process. DETAILED DESCRIPTION OF THE INVENTION
[0040] [1. Game system configuration] A game system according to an example of this embodiment will be described below. FIG. 1 is a diagram showing an example of a game system. An example of a game system 1 according to this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The left controller 3 and right controller 4 are devices equipped with operation units that allow the user to perform inputs.
[0041] The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used with the main unit 2, the left controller 3, and the right controller 4 separate from each other. In the following, the left controller 3 and the right controller 4 may be collectively referred to as the "controller."
[0042] Fig. 2 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 1, main unit 2 includes components 81-85 and 91 shown in Fig. 2. Some of these components 81-85 and 91 may be mounted on an electronic circuit board as electronic components and housed within housing 11.
[0043] The main device 2 includes a display 12. The display 12 displays images generated by the main device 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0044] The main unit 2 also has a left terminal 17, which is a terminal for the main unit 2 to communicate with the left controller 3 via a wired connection, and a right terminal 21, which is a terminal for the main unit 2 to communicate with the right controller 4 via a wired connection.
[0045] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of, for example, only a CPU (Central Processing Unit), or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium inserted into slot 23, etc.).
[0046] The main device 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main device 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used primarily to store various types of data (which may be programs) saved in the main device 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.
[0047] The main unit 2 includes a slot 23. The slot 23 has a shape that allows a predetermined type of storage medium to be inserted therein. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.).
[0048] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted into the slot 23 in accordance with instructions from the processor 81.
[0049] The processor 81 reads and writes data from and to the flash memory 84, DRAM 85, and the above-mentioned storage media as appropriate, to execute the above-mentioned information processing.
[0050] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with external devices via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with external devices using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (e.g., communication using a proprietary protocol or infrared communication) as a second communication mode. Note that wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication," in which data is transmitted and received by direct communication between multiple main units 2.
[0051] The main unit 2 is equipped with a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0052] The processor 81 is connected to the above-mentioned left side terminal 17 and right side terminal 21. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left side terminal 17 and receives operation data from the left controller 3 via the left side terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right side terminal 21 and receives operation data from the right controller 4 via the right side terminal 21. In this way, in the present embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively.
[0053] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-described information processing) and / or an image acquired from the outside.
[0054] 3 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in FIG. 3 because they are shown in FIG. 2.
[0055] The left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via a wired connection. The left controller 3 also has a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 3 , the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 is capable of communicating with the main unit 2 via both wired communication via the terminal 42 and wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication between the left controller 3 and the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 communicates wirelessly with the main unit 2 (specifically, the controller communication unit 83).
[0056] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured, for example, by a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.
[0057] The left controller 3 has one or more buttons 103. The left controller 3 also has an analog stick (referred to as "stick" in FIG. 3) 32. The buttons 103 and analog stick 32 repeatedly output information relating to operations performed on them to the communication control unit 101 at appropriate timing.
[0058] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 is equipped with an acceleration sensor 104. The left controller 3 is also equipped with an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along predetermined three axial directions. The acceleration sensor 104 may detect acceleration along one or two axial directions. In this embodiment, the angular velocity sensor 105 detects angular velocity around predetermined three axes. The angular velocity sensor 105 may detect angular velocity around one axis or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timing.
[0059] The communication control unit 101 acquires information about the input (specifically, information about the operation or the detection results from the sensors) from each input unit (specifically, the button 103, the analog stick 32, and the inertial sensor). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a predetermined process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every predetermined time. The interval at which the information about the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0060] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operation of moving the left controller 3 and the operation of the button 103 and analog stick 32 based on the operation data.
[0061] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).
[0062] As shown in FIG. 7, the right controller 4 is equipped with a communication control unit 111 that communicates with the main unit 2. The right controller 4 also has a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component, including the terminal 64. The communication control unit 111 and memory 112 have the same functions as the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 both via wired communication via the terminal 64 and via wireless communication that does not use the terminal 64 (specifically, communication in accordance with the Bluetooth (registered trademark) standard), and controls the method of communication between the right controller 4 and the main unit 2.
[0063] The right controller 4 has input units similar to those of the left controller 3. Specifically, the right controller 4 has a button 113, an analog stick 52, an acceleration sensor 114, and an angular velocity sensor 115. Each of these input units has the same function as the corresponding input unit of the left controller 3, and operates in the same way.
[0064] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3 and operates in the same manner.
[0065] [2. Overview of processing in the game system] Next, an overview of the processing executed in the game system 1 will be described with reference to FIGS. 4 to 10. In this embodiment, the game system 1 executes a game in which multiple players compete against each other. Specifically, the game system 1 executes a game in which a player object, an ally object, and an enemy object appear on a game stage in a game space, which is a three-dimensional virtual space. A player object is an object (e.g., a game character) controlled by a player using the game system 1. An ally object is an object controlled by a player who is an ally of the player (referred to as an "ally player"). An enemy object is an object controlled by a player who is an enemy of the player (referred to as an "enemy player"). The ally player and enemy player are players who use other game systems that communicate with the game system 1. In this embodiment, the game system 1 executes the above-mentioned battle-style game by communicating with the other game systems. Note that, hereinafter, the player object, ally object, and enemy object are collectively referred to as "controllable objects."
[0066] [2-1. Game Space] FIG. 4 is a diagram showing an example of a game space. FIG. 4 is a diagram showing the game space as viewed from above. As shown in FIG. 4, in this embodiment, a game stage 201 is set in the game space. The content of the game played on the game stage 201 is arbitrary. For example, in this embodiment, on the game stage 201, the control object performs actions such as attacking the opponent's control object (i.e., the enemy object for the player object and ally object, and the player object and ally object for the enemy object).
[0067] 4, waiting objects 202 to 209 are placed in the game space at positions different from the game stage 201. In this embodiment, the control object is placed at a waiting position on the waiting object at the start of the game or when an exit condition is met on the game stage 201. During the game, the control object can return to the game stage 201 by moving from the waiting position onto the game stage 201.
[0068] In this specification, moving from a standby position to a game stage is sometimes referred to as "returning." In this specification, "returning" includes moving from a standby position to a game stage after exiting from the game stage during the game, and moving from a standby position to a game stage for the first time at the start of the game.
[0069] The standby position is a position different from the position on the game stage. In this embodiment, the game system 1 does not allow the control object to perform a predetermined action among the actions that the control object can perform on the game stage while at the standby position (it can also be said that the action is prohibited while at the standby position). For example, in this embodiment, the control object cannot move or attack other control objects while at the standby position. In this way, the standby position is a position different from the game stage, and can be said to be a position where a predetermined action for progressing through the fighting game cannot be performed. Furthermore, in this embodiment, the control object cannot be attacked by other control objects while at the standby position. Therefore, it can be said that the standby position is a position different from the game stage, and is not affected by predetermined actions by other control objects for progressing through the fighting game.
[0070] In this embodiment, the standby position differs for each control object. As shown in FIG. 4, a standby object corresponding to each control object, including the player object, is placed in the game space. In this embodiment, there are eight control objects, including the player object, and eight standby objects 202 to 209 corresponding to each control object are placed. In this embodiment, the standby objects 202 to 205 corresponding to the player object and ally objects are placed on one side of the game stage 201 (the lower side in FIG. 4), and the standby objects 206 to 209 corresponding to enemy objects are placed on the other side of the game stage 201 (the upper side in FIG. 4). In this way, the standby object corresponding to the control object that is the opponent of the control object may be placed on the opposite side of the game stage 201 from the standby object corresponding to the control object. In other embodiments, the standby position may be any position. For example, the standby position may be set inside the ring-shaped game stage (i.e., the position of a hole inside the ring). As will be described later, the standby position may be common to each control object.
[0071] In this embodiment, the game stage 201 has a shape that is symmetrical on one side and the other side. In the example shown in FIG. 4, the game stage 201 is symmetrical (specifically, point-symmetrical) with respect to a reference point that is the center position of the game stage 201. Furthermore, the waiting objects 202 to 205 corresponding to the player object and the ally objects, and the waiting objects 206 to 209 corresponding to the enemy objects, are arranged symmetrically with respect to the reference point, similar to the game stage 201. This reduces the advantage and disadvantage in the game regarding the positions of the waiting objects between the ally and enemy sides. Note that in other embodiments, the game stage 201 may have a shape that is line-symmetrical with respect to an axis of symmetry, and in this case, the waiting objects 202 to 205 and the waiting objects 206 to 209 may be arranged line-symmetrical with respect to the axis of symmetry. Also, in other embodiments, the shape of the game stage is arbitrary and may not be symmetrical.
[0072] As shown in Fig. 4, in this embodiment, ejection areas (shaded areas in Fig. 4) 211 and 212 are set in the game stage 201. As will be described in detail later, in this embodiment, the control object can return to the game stage 201 by moving by being ejected from a waiting object (referred to as "ejection movement"). The ejection area is an area that can be specified as a target (i.e., a movement destination) for the ejection movement of the control object.
[0073] In this embodiment, the ejection area 211 corresponds to the player object and the ally object, and the ejection area 212 corresponds to the enemy object. In this way, in this embodiment, the ejection area 211 for the player object and the ally object and the ejection area 212 for the enemy object are set separately. Specifically, the ejection area 211 is set on the side of the game stage 201 where the waiting objects 202 to 205 corresponding to the player object and the ally object are placed (i.e., the side closer to the waiting objects 202 to 205). In addition, the ejection area 212 is set on the side of the game stage 201 where the waiting objects 205 to 209 for the enemy object are placed (i.e., the side closer to the waiting objects 205 to 209). In addition, the ejection area 211 and the ejection area 212 are set symmetrically with respect to the reference point of the game stage 201. This makes it possible to reduce the advantage or disadvantage in the game regarding the return position of the controlled object between the ally side and the enemy side. In another embodiment, if the game stage 201 has a shape that is line-symmetrical with respect to an axis of symmetry, the ejection possible area 211 and the ejection possible area 212 may be set to be line-symmetrical with respect to the axis of symmetry.
[0074] As described above, in this embodiment, the area of the game stage 201 into which the control object can move by injection movement is limited to the injection-enabled area. If the control object were able to perform injection movement toward any position within the game stage 201, it would be too difficult for other players to predict the destination of the injection movement, which could potentially reduce the game's enjoyment. In contrast, in this embodiment, the area into which the control object can move by injection movement is limited, thereby reducing the possibility of this happening.
[0075] Furthermore, as described above, in this embodiment, the ejection area 211 for the player object and the ally object and the ejection area 212 for the enemy object are different areas. That is, the ejection area 211 and the ejection area 212 each include a portion that does not overlap with the other. Note that "including a portion that does not overlap with the other" means that one area does not overlap with the other area at all, and that a portion of one area overlaps with a portion of the other area. As described above, it is possible to ensure interest by making it somewhat easier to predict the position to which the control object can return, while also ensuring the strategic element of the game by providing a variety of return positions. This improves the balance between interest and strategy regarding returning to a game stage.
[0076] In other embodiments, the method for setting the ejection area is arbitrary. For example, a common ejection area may be set for each control object, or a different ejection area may be set for each control object.
[0077] [2-2. Returning to the game stage at the start of the game] FIG. 5 is a diagram showing an example of the transition of the state of a player object when the player object returns to the game stage at the start of a game. As shown in FIG. 5, when a game starts, the player object first enters a standby state in which it is placed at the standby position described above (step S1). After entering the standby state, the player object enters an ejection preparation state in which it is ready to make an ejection movement from the standby position toward the game stage 201 (step S2). After entering the ejection preparation state, the player object makes an ejection movement in which it moves from the standby position toward the game stage 201 (step S3). The player object is placed on the game stage 201 by the ejection movement. Below, a process in which the player object returns from the standby position to the game stage 201 at the start of a game will be described.
[0078] 6 is a diagram showing an example of a game image displayed when a player object is in a standby state. In the standby state, the game system 1 displays, on the display 12, an image of the game space seen from a viewpoint overlooking the game stage 201 (referred to as a "bird's-eye view position"). In the standby state, the image of the game space includes a part of the game stage 201 and the player object 213 on the standby object 204 (see FIG. 6). In this embodiment, it is assumed that the standby object 204, of the standby objects 202 to 209 shown in FIG. 4, corresponds to the player object 213.
[0079] When a transition condition for transitioning to the ready-to-fire state is satisfied in the standby state, the player object enters the ready-to-fire state. In this embodiment, the transition condition is that a first standby time (e.g., 5 seconds) has elapsed since the standby state was entered, or that an input of the same type as a player's firing movement input (details of which will be described later) has been made (see FIG. 5). Note that "an input of the same type as the firing movement input" refers to an input to the same input unit as the firing movement input. For example, if the firing movement input is an input to an analog stick of the controller, the input of the same type as the firing movement input is an input to that analog stick. Note that the input of the same type as the firing movement input does not have to function as a firing movement input (i.e., the game system 1 executes processing in accordance with the firing movement input).
[0080] FIG. 7 is a diagram showing an example of a game image displayed when the player object is in a ready-to-eject state. In the ready-to-eject state, as in the standby state, the game system 1 displays on the display 12 an image of the game space viewed from a bird's-eye view position overlooking the game stage 201. In this embodiment, when the player object 213 transitions from the standby state to the ready-to-eject state, the game system 1 displays an effect in which the player object 213 moves into the waiting object 204 (the same applies to the other control objects). At this time, the posture of the waiting object 204 is controlled so that it faces the ejection direction (i.e., the direction toward the game stage 201; more specifically, the direction toward a designated position, which will be described later). In the ready-to-eject state, a game image including a part of the game stage 201 and a part of the waiting object 204 is displayed from a viewpoint similar to that when the game space is viewed from the waiting object 204 (see FIG. 7). In this way, the bird's-eye view position may differ between the standby state and the ready-to-eject state.
[0081] As shown in FIG. 7, in the ready-to-fire state, a designated position marker 221 indicating a designated position on the game stage 201 is displayed on the display 12 together with the game stage 201. The designated position is a position that is a target for the above-mentioned firing movement. In the ready-to-fire state, the game system 1 accepts an input for moving the designated position as an input for firing and moving the player object 213 (referred to as a firing movement input). For example, the firing movement input is a directional input to an analog stick provided on the controller. Note that in this embodiment, the ready-to-fire state ends when a second waiting time (e.g., 3 seconds) has elapsed since the ready-to-fire state was entered (see FIG. 5). When the ready-to-fire state ends, the player object performs firing movement toward the designated position at the end of the ready-to-fire state.
[0082] In the ready-to-eject state, the game system 1 sets the virtual camera so that at least a portion of the ejection possible area 211 corresponding to the player object is displayed (see FIGS. 4 and 7). This makes it possible to present a game image that makes it easy for the player to input an ejection movement. It is not necessary to display the entire ejection possible area 211. For example, a portion of the ejection possible area 211 that is hidden by an obstacle on the game stage 201 may not be displayed.
[0083] In this embodiment, the game system 1 controls the movement of the designated position marker 221 so that the designated position marker 221 does not point to a position in the game space that is different from the game stage 201. Specifically, when the designated position marker 221 moves from a position on the game stage 201 toward a position outside the game stage 201, the game system 1 stops the movement of the designated position marker 221 at the boundary of the game stage 201. Note that a "position different from the game stage" refers to, for example, a position where the movement of the player object cannot be controlled based on a player input and / or a position where the player object will exit. For example, in the case of a rectangular game stage 201 as shown in FIG. 4, this is a position outside the rectangle. Furthermore, if an area (e.g., a valley or a pond) is provided inside the game stage where the controlled object will exit if it falls into it, a position within this area is a "position different from the game stage." In this way, the game system 1 prohibits a position where the movement of the player object cannot be controlled based on a player input from becoming a designated position specified by a launch movement input. This reduces the possibility that an inappropriate position will be designated as the designated position due to an erroneous operation by the player, etc. In another embodiment, the game system 1 may control the movement of the designated position marker so that the designated position marker can point to a position different from the game stage 201.
[0084] Furthermore, the game system 1 controls the movement of the designated position marker 221 so that it points inside the ejection area 211 corresponding to the player object 213 (i.e., so that it does not point outside the ejection area 211). Specifically, when the designated position marker 221 moves from a position inside the ejection area 211 toward a position outside the ejection area 211, the game system 1 stops the movement of the designated position marker 221 at the boundary of the ejection area 211. This makes it possible to prevent the designated position marker 221 from pointing to a position where ejection movement is not possible, and improves operability regarding the movement of the designated position marker 221.
[0085] As shown in FIG. 7, the designated position marker 221 includes a cursor 222 and a ring 223. The cursor 222 is placed at the designated position. The ring 223 has an annular shape and is placed parallel to the ground of the game stage 201 so as to surround the cursor 222. In this embodiment, the game system 1 changes the size (i.e., diameter) of the ring 223 so that it becomes smaller as time passes since the start of the ready-to-eject state. More specifically, at the end of the ready-to-eject state, the size of the ring 223 becomes approximately 0. Therefore, according to this embodiment, the player can recognize the elapsed time since the start of the ready-to-eject state (in other words, the remaining time until the ready-to-eject state ends) from the size of the ring 223.
[0086] In this embodiment, the ring 223 is displayed rotating in the circumferential direction, and has a shape that allows the player to recognize the rotation (specifically, a shape that includes an arrow pointing in the direction of rotation). This allows the game system 1 to display the ring 223 in an easy-to-see manner. For example, if the color of the ground of the game stage 201 changes during the game (for example, if the ground is colored by an attack by the control object), the designated position marker 221 may be difficult to see depending on the color of the ground, making it difficult for the player to recognize the designated position. In contrast, according to this embodiment, by displaying the ring 223 in a rotating manner, the designated position can be easily recognized by the player even in the above-mentioned case.
[0087] In this embodiment, the game system 1 displays designated position markers (for example, designated position markers 224 and 225 shown in FIG. 7 ) indicating designated positions for ally objects, in addition to the designated position marker 221 indicating the designated position for the player object 213. That is, when a designated position designated by a shot movement input by an ally player is included in the range of the game stage 201 displayed on the display 12, the game system 1 displays the designated position marker indicating the designated position on the display 12. This allows the player to know the position at which the ally object will return to the game stage 201. Therefore, in this embodiment, the player can strategically perform the return, for example, by determining the return position of the player object 213 in consideration of the return position of the ally object. This can improve the strategic nature of the game when the player object 213 returns to the game stage 201.
[0088] In this embodiment, the cursors 222, 224, and 225 are three-dimensional objects placed along the ground slightly above the ground of the game stage 201. This causes the cursors to look different when the virtual camera for generating game images is placed at the bird's-eye view position and when it is placed at a position based on the player object 213 on the game stage 201, but the cursors can be displayed in an easy-to-see manner in either case.
[0089] In this embodiment, the designated position marker for the ally object includes a cursor but does not include a ring. This allows the player to easily distinguish between the designated position for the player object and the designated position marker for the ally object. In other embodiments, the designated position marker for the ally object may have a shape that includes a cursor and a ring.
[0090] In this embodiment, the game system 1 does not display a designated position marker for an enemy object. Here, the game system 1 causes the enemy object to exit and return from the game stage 201 in the same manner as the player object 213. That is, the game system 1 causes the enemy object to exit the game stage 201 at least when an exit condition for the enemy object is satisfied by an attack from a player object or an ally object. Furthermore, if a condition is satisfied after the enemy object has exited the game stage (specifically, when an ejection movement input is performed by the enemy player), the game system 1 returns the enemy object based on a designated position specified by the ejection movement. Even if the designated position specified by the ejection movement input by the enemy player is included within the range of the game stage 201 displayed on the display 12, the game system 1 does not display an image indicating the designated position (specifically, does not place an object representing a designated position marker in the game space). This prevents the player from predicting the return position of the enemy object, making it difficult to, for example, ambush and attack an enemy object returning to the game stage 201. This prevents the control object returning to the game stage 201 from being at an excessive disadvantage. In this embodiment, in the game system of the enemy player, the designated position marker for the enemy object is displayed, but the designated position markers for the player object 213 and the ally object are not displayed. This makes it possible to equalize the players on the ally side (i.e., the player and ally player) and the players on the enemy side (i.e., the enemy player).
[0091] In other embodiments, the game system 1 may be configured to display only the designated position marker for the player object 213, or may be configured to display the designated position marker for the enemy object in addition to the designated position marker for the ally object.
[0092] When an injection start condition is satisfied in the injection ready state, the player object 213 performs injection movement. In this embodiment, the injection start condition is that the second waiting time (for example, 3 seconds) has elapsed since the injection ready state was entered. In other words, the player can perform injection movement input from the time the injection ready state was entered until the second waiting time has elapsed, and the player object 213 starts injection movement at the time the second waiting time has elapsed.
[0093] As described above, when a predetermined input (specifically, an input of the same type as the ejection movement input) is made by the player in the standby state, or when the first standby time has elapsed, the game system 1 transitions to a designated position setting state (specifically, an ejection preparation state) in which a designated position is set by the ejection movement input, and starts the return of the player object 213 when the second standby time has elapsed since the transition to that state. This allows the player to change the timing at which the player object 213 returns to the game stage 201 depending on whether they make a predetermined input in the standby state or wait until the first standby time has elapsed. This allows the player to strategically determine the timing of the return to the game stage 201, thereby improving the entertainment value of the game.
[0094] In other embodiments, the transition condition for transitioning from the standby state to the ready-to-eject state and the injection start condition for starting injection movement from the ready-to-eject state are arbitrary. For example, in this embodiment, when the second standby time has elapsed from the ready-to-eject state, the player object starts injection movement without any instruction from the player. However, in other embodiments, the player object's injection movement may be started in response to an instruction from the player. For example, in other embodiments, the game system 1 may transition the player object from the standby state to the ready-to-eject state in response to a predetermined input from the player, or may start the player object's injection movement in response to an input from the player to start the injection movement.
[0095] 8 is a diagram showing an example of ejection movement. As shown in FIG. 8, in the ejection movement, the player object 213 first moves from the waiting object 202 toward a designated position. In this embodiment, the player object 213 moves linearly from the waiting object 202 toward the designated position (see the dotted arrow in FIG. 8). For example, during the ejection movement, the game system 1 displays an effect that makes it appear as if the player object 213 is ejected from the waiting object 202.
[0096] In this embodiment, the game system 1 accepts a player's input for changing the moving direction of the player object 213 while the player object 213 is making a shot movement. When the input is received during the period, the game system 1 changes the moving direction of the player object 213 during the shot movement in accordance with the input. In this way, when the player object 213 returns based on a designated position designated by a shot movement input, the game system 1 moves the player object 213 from a position different from the game stage 201 (i.e., a standby position) toward the designated position, and changes the moving direction of the player object 213 during the movement based on the player's input. In this way, even if the game situation changes during the shot movement (for example, if an enemy object moves near the designated position), the player can adjust the position where the player object 213 returns in accordance with the game situation. Note that in another embodiment, the game system 1 may not accept a player's input for changing the moving direction of the player object 213 while the player object 213 is making a shot movement.
[0097] As described above, in this embodiment, the position where the player object 213 actually returns onto the game stage 201 may differ from the designated position designated by the injection movement input. For example, the player object 213 may return to a position slightly deviated from the designated position due to an input by the player during injection movement (as a result, the player object 213 may move to a position different from the game stage 201 due to injection movement and fall from the game stage 201). Also, during injection movement, the player object 213 may collide with an obstacle (e.g., a wall) on the game stage 201 before reaching the designated position, causing the player object 213 to change its direction of movement and return to a position different from the designated position. In this way, the position where the player object 213 actually returns onto the game stage 201 may be the position where it would be if it had arrived on the game stage 201 as a result of moving based on the designated position, and does not have to coincide with the designated position.
[0098] Furthermore, the game system 1 may set an upper limit on the amount of change in the moving direction of the player object 213 during the ejection movement (for example, the amount of change per unit time). This can prevent the position at which the player object 213 returns onto the game stage 201 from being far away from the designated position.
[0099] As shown in FIG. 8, in this embodiment, when the player object 213 returns onto the game stage 201 by ejection movement, the player object 213 continues to move (referred to as "continuous movement"). The continuous movement is performed in the same direction as the component of the moving direction parallel to the ground when the player object 213 returned onto the game stage 201, at a predetermined speed, for a predetermined continuous movement time. As the continuous movement, the game system 1 causes the player object 213 to perform, for example, a movement of sliding with the momentum of landing onto the game stage 201 by ejection movement. This makes it possible to make the series of movements during the return by ejection movement appear natural.
[0100] In this embodiment, the ground of the game stage 201 can be in a state advantageous to the ally side, a state advantageous to the enemy side, or a neutral state. These states can be changed during the game. For example, the player object 213 and the ally object can put the ground of the game stage 201 in a state advantageous to the ally side by performing an attack action or an action using an item. Also, the enemy object can put the ground of the game stage 201 in a state advantageous to the enemy side by performing an attack action or an action using an item. In an area where the ally side is in an advantageous state, the player object 213 can perform high-speed movement, which allows the player object to move faster than normal movement. On the other hand, in an area where the enemy side is in an advantageous state, the player object 213 cannot perform the high-speed movement, and the movement speed of the player object 213 by normal movement is slower (compared to an area where the ally side is in an advantageous state).
[0101] As described above, in this embodiment, when the player object 213 is not continuously moving, the movement of the player object 213 may be restricted due to the influence of the ground condition. In contrast, when the player object 213 is continuously moving, the player object 213 can move without being influenced by the ground condition. In other words, even in an area where the enemy side has an advantage, the player object 213 can continuously move at the predetermined speed. Note that the predetermined speed is faster than the moving speed of the normal movement.
[0102] As described above, in this embodiment, the game system 1 sets, in the game stage, an unrestricted area (for example, an area where the ally side has an advantage) and a restricted area (for example, an area where the enemy side has an advantage) in which the movement of the player object is more restricted than in the unrestricted area. When the player object 213 returns based on a designated position specified by a shot movement input, the game system 1 controls the movement of the player object 213 without imposing restrictions due to the restricted area, even if the player object 213 is located in the restricted area, for a period from the return to the game stage 201 until a predetermined continuous movement time has elapsed. This allows the player object 213 to continue moving during the continuous movement time after returning to the game stage 201, regardless of the state of the position at which it returned. This makes it easier for the player to perform movement operations immediately after returning, thereby improving the operability of the game.
[0103] In other embodiments, whether or not the player object 213 performs continuous movement and the specific content of the continuous movement are arbitrary. For example, in other embodiments, the game system 1 may not cause the player object 213 to perform continuous movement, or may cause the player object 213 to perform continuous movement in consideration of the restriction imposed by the second area.
[0104] In this embodiment, the game system 1 accepts an input from the player for changing the moving direction of the player object 213 during a period in which the player object 213 is continuously moving. When the input is received during the period, the game system 1 changes the moving direction of the player object 213 that is continuously moving in accordance with the input. Therefore, the player can adjust the moving direction of the player object 213 even during continuous movement. Note that the game system 1 may set an upper limit on the amount of change in the moving direction of the player object 213 that is continuously moving.
[0105] Furthermore, in this embodiment, when the player object 213 returns onto the game stage 201 by ejection movement, the game system 1 puts the player object 213 in a strengthened state for a predetermined strengthening time period after the return. The strengthened state is a state in which the player object 213 has received some kind of strengthening in the game. The strengthened state can be said to be a state in which it becomes more difficult for the player object 213 to satisfy an exit condition for being made to exit the game stage 201. In this embodiment, the strengthened state is a state in which defense against attacks from enemy objects is strengthened compared to a reference state (i.e., a state after the strengthening time has elapsed). The specific effect of the strengthened state is arbitrary, and may be, for example, an effect of nullifying attacks from enemy objects by a certain amount, an effect of increasing defensive power, or an effect of nullifying attacks from enemy objects during the strengthening time.
[0106] As described above, in this embodiment, when the player object 213 returns based on the designated position designated by the ejection movement input, the game system 1 imparts to the player object 213 a game effect that makes it more difficult for the exit condition set for the player object 213 to be satisfied than after the end of a predetermined reinforcement time period from the player object's return. This reduces the possibility that the exit condition will be satisfied immediately after the player object 213's return (for example, being attacked by an enemy object immediately after the player object's return). Note that in other embodiments, the game system 1 may not impart the above effect to the player object 213 when the player object 213 returns to the game stage 201 by ejection movement. Also, in other embodiments, the game system 1 may impart the above effect to the player object 213 even when the player object 213 returns to the game stage 201 by a jump movement, which will be described later.
[0107] The duration of the continuous movement time and the duration of the reinforcement time may be the same or different. The continuous movement time may be longer or shorter than the reinforcement time.
[0108] In this embodiment, when an ally object satisfies the above-mentioned exit condition, the game system 1 causes the ally object to exit the game stage 201, and when an ejection movement input is performed by an ally player after the ally object has exited the game stage 201, the game system 1 causes the ally object to return to a specified position that is within the same ejectable area 211 as the player object 213 and that is specified by the ejection movement input. In this way, in this embodiment, the same ejectable area is set for all ally-side controlled objects (i.e., player objects and ally objects). This makes it possible to prevent significant advantages and disadvantages from arising between ally-side players in terms of returning to the game stage 201.
[0109] On the other hand, in this embodiment, a different standby position is set for each control object. That is, when the game system 1 causes the player object 213 to exit the game stage 201, the game system 1 places the player object 213 at a first standby position different from the game stage 201 (for example, the position of the standby object 204 shown in FIG. 4), and when the game system 1 causes an ally object to exit the game stage 201, the game system 1 places the ally object at a second standby position different from the game stage 201 and different from the first standby position (for example, the positions of the standby objects 202, 203, and 205 shown in FIG. 4). This makes it possible to create differences in the environment when each control object on the ally side, including the player object 213, returns to the game stage 201. This makes it possible to improve the strategic nature of returning to the game stage 201, as will be described below, for example.
[0110] For example, if a predetermined object (e.g., a wall) exists on the game stage 201 as an obstacle, and each control object comes into contact with the predetermined object while moving to a designated position, the game system 1 will return the control object to a position different from the designated position. Here, if the standby positions of each control object are different, as in the present embodiment, the influence of the obstacle on the return will also differ for each control object. Therefore, for example, if a player wants to arrange ally control objects on the game stage 201 so that they do not get too close to each other, the player can predict a position where the ally object will have difficulty returning from its standby position and operate the player object to return to that position. Furthermore, for example, if the player wants to protect the ally object when it returns, the player can predict a position where the ally object will be easy to return to and move the player object to that position. In this way, by varying the standby positions of each control object, various strategies can be implemented in the game, thereby improving the strategic nature of the game.
[0111] In other embodiments, the standby position may be common to each control object, or the standby position may be common to all control objects on the friendly side and common to all control objects on the enemy side.
[0112] [2-3. Returning to a game stage during the game] Next, a process will be described for a case where a control object that has exited a game stage during the game returns to the game stage. In this embodiment, when a control object satisfies an exit condition during the game, the control object is temporarily made to exit the game stage 201. The exit conditions are arbitrary, but in this embodiment, the conditions are as follows. The controlled object is defeated by an attack from an enemy object. The controlled object falls to a position outside the game stage 201. The controlled object has performed a jump movement (details will be explained later) with the standby position as the destination. When any of the above conditions is satisfied, the game system 1 causes the control object to exit the game stage 201 and place it in the standby position described above. At this time, the control object can return to the game stage 201 from the standby position. The following describes processing when the player object 213 returns to the game stage 201 during the game in the above manner.
[0113] 9 is a diagram showing an example of the transition of the state of the player object when the player object returns to the game stage during the game. When the player object 213 leaves the stage during the game, the player object 213 also enters a standby state, as in the case at the start of the game (step S11). In other words, when the player object 213 leaves the stage during the game, the player object 213 is placed in a standby position.
[0114] Even when the player object 213 leaves the stage during the game, the player object 213 can return to the game stage 201 by ejection movement, just as at the start of the game. That is, when the player object 213 enters an ejection preparation state after a standby state (step S12), after the ejection preparation state ends, the player object 213 performs ejection movement toward a designated position designated by an ejection movement input by the player (step S13). Note that the method of inputting the ejection movement input is the same when the game starts and when the player object 213 leaves the stage during the game.
[0115] In this embodiment, when the player object 213 exits the game during the game, the player object 213 can perform a jump movement in addition to a shot movement. A jump movement is a movement in which the player object 213 jumps high and then drops to a position specified by the player. In this way, in this embodiment, when the player object 213 exits the game during the game, the player can return the player object 213 to the game stage 201 by a jump movement in addition to returning the player object 213 to the game stage 201 by a shot movement.
[0116] The game system 1 accepts an input (called a "jump movement input") for making the player object perform a jump movement during the period from the standby state until the injection movement is completed (i.e., until the player object 213 returns to the game stage 201). Note that during the above period, the player can perform a jump movement input without performing an injection movement input, or can perform a jump movement input after performing an injection movement input in the injection preparation state.
[0117] In this embodiment, the jump movement input includes a series of inputs, including a map display input, a cursor movement input, and a jump execution input. The map display input is an input for issuing an instruction to display a map image of the game stage 201 on the display 12. In other words, when a map display input is issued by the player, the game system 1 displays the map image on the display 12.
[0118] Fig. 10 is a diagram showing an example of a map image displayed on a display. As shown in Fig. 10, the map image includes a stage image 231 indicating a game stage 201, a cursor 232, and ally markers 233 to 235 indicating the positions of ally objects. Note that the game system 1 may further display the names of ally players corresponding to the ally objects in association with the ally markers 233 to 235.
[0119] The cursor 232 indicates a designated position designated as a destination of a jump. In a state in which a map image is displayed, the game system 1 accepts the cursor movement input for moving the cursor 232 on the map image.
[0120] In this embodiment, the game system 1 accepts, as the cursor movement input, an input to move the cursor 232 to the position of one of the ally markers 233 to 235. For example, one ally marker may be assigned to each of up, left, and right inputs on the cross key of the controller, and when one of up, left, and right inputs is performed, the cursor 232 may be moved to the position of the ally marker assigned to that input.
[0121] In this embodiment, the game system 1 accepts an input that sets the standby position as the designated position as a cursor movement input. For example, when a down input is performed on the cross key of the controller, the standby position may be set as the designated position.
[0122] The specific input method for cursor movement input is arbitrary. For example, the game system 1 may move the cursor 232 up, down, left, or right on the map image in response to an operation of changing the attitude of the controller or a directional input using an analog stick on the controller.
[0123] Note that the positions that can be designated as designated positions for jump movement are not limited to the positions in the above-mentioned ejection area within the game stage 201. In other words, for jump movement, the player can also designate a position outside the ejection area as the designated position.
[0124] In a state where the map image is displayed, the game system 1 accepts a jump execution input for instructing to execute a jump movement. When the jump execution input is performed, the game system 1 causes the player object 213 to perform a jump movement based on the designated position indicated by the cursor 232 at the time the jump execution input is performed (specifically, the designated position is used as the movement destination).
[0125] Here, when a jump execution input is made during the standby state, the game system 1 causes the player object 213 to perform a jump movement without putting the player object 213 into a ready-to-eject state (step S14 shown in FIG. 9). That is, in the above case, the player object 213 performs a jump movement from a position on the standby object 204 to a specified position. In this case, the player object 213 returns to the game stage 201 by a jump movement rather than by an ejection movement.
[0126] As described above, in this embodiment, the game system 1 returns the player object 213 based on a specified position, which is the position of a predetermined other object placed on the game stage 201 and is specified by a jump movement input. Here, in this embodiment, the other object is an ally object. This allows, for example, an ally player to place an ally object at a position advantageous in the game, and the player to return to the position of the ally object. As described above, in this embodiment, the player can cooperate with the ally player in returning the player object to progress through the game advantageously, thereby improving the strategic nature of returning to the game stage 201.
[0127] In other embodiments, the other object whose position is specified by the jump movement input is not limited to an ally object, but may be any object. For example, in other embodiments, the other object may be a specific item object placed on the game stage 201 by the controlled object, or may be a specific item object placed on the game stage in advance from the start of the game.
[0128] As described above, in this embodiment, when the player object 213 is in a standby state, the player can return the player object 213 to the game stage 201 by two methods: injection movement and jump movement. Here, in this embodiment, there are at least the differences described in the following (a) to (f) between injection movement and jump movement.
[0129] (a) As mentioned above, the difference between the two is that for injection movement, only the injection area can be designated as the designated position, whereas for jump movement, the designated position can be any position not limited to the injection area.
[0130] (b) As described above, for a launch move, a designated position marker for an enemy object is not displayed on the display 12. On the other hand, for a jump move, the game system 1 displays a marker indicating the designated position of the jump move on the display 12, regardless of whether the control object performing the jump move is an ally object or an enemy object. That is, when the designated position of the jump move of the enemy object is included in the range of the game stage 201 displayed on the display 12, the game system 1 displays a marker indicating the designated position. Therefore, for a jump move, there is a possibility that the destination of the jump move may be known by the opposing player, and it can be said that there is a higher possibility that the player object 213 will be targeted by the enemy object immediately after the jump than for a launch move. Note that the game system 1 does not need to display a marker on the display 12 for all jump moves. For example, the game system 1 may display a marker when the control object performs a jump move using the position of a control object on its own ally's side as the designated position, and may not display a marker when the control object performs a jump move using the position of another object other than the control object (for example, the above-mentioned specific item object) as the designated position.
[0131] (c) As described above, in the case of ejection movement, the player object 213 continues to move after returning onto the game stage 201. In contrast, in the case of jump movement, the player object 213 does not continue to move after returning onto the game stage 201 by jump movement. Therefore, it can be said that in the case of ejection movement, the player object 213 can move more easily following a return than in the case of jump movement.
[0132] (d) As described above, in the case of a shot movement, the player object 213 becomes strengthened after returning to the game stage 201. In contrast, in the case of a jump movement, the player object 213 does not become strengthened after returning to the game stage 201. Therefore, it can be said that in the case of a shot movement, it becomes more difficult for the player object 213 to satisfy the exit condition after returning than in the case of a jump movement.
[0133] (e) As described above, for a shooting movement, an input is possible to change the moving direction of the player object 213 during the movement. In contrast, for a jump movement, the game system 1 does not accept an input to change the moving direction of the player object 213 during the movement.
[0134] (f) As described above, in the case of a shot movement, the player object 213 moves linearly from the standby position toward the designated position (see FIG. 8). In contrast, in the case of a jump movement, the player object 213 moves in a parabolic curve. In this way, the movement manner of the player object 213 differs between the shot movement and the jump movement.
[0135] As described above, jump movement is more advantageous in the game than ejection movement in terms of the above point (a), but is less advantageous in the game than ejection movement in terms of the above points (b) to (e). In this manner, in this embodiment, two methods with different advantages in the game are provided as methods for returning the player object 213 to the game stage 201. This allows the player to select one of the two methods while taking into consideration the game situation, etc., and return the player object 213 to the game stage 201, thereby improving the strategic nature of the return.
[0136] In other embodiments, the differences between the injection movement and the jump movement are not limited to the above (a) to (f). For example, in other embodiments, the injection movement and the jump movement may only have some of the differences (a) to (f) above, and may have other differences in common. Furthermore, the injection movement and the jump movement may have differences other than the above (a) to (f).
[0137] Furthermore, as described above, when the game system 1 returns the player object 213 based on a designated position specified by a shot movement input, the game system 1 moves the player object 213 in a different movement manner from when the game system 1 returns the player object 213 based on a designated position specified by a jump movement input. This allows each player to easily recognize which of the two types of movement the player object 213 is using. Note that in this embodiment, the player object 213 moves linearly as a shot movement, but it is not necessary for the player object 213 to move strictly in a straight line. For example, the game system 1 may cause the player object 213 to perform a shot movement while slightly changing the moving direction downward during movement, taking into account the effect of weight in the game space. This also makes it possible to differentiate the movement manner between the shot movement and the jump movement, as in this embodiment. Furthermore, in other embodiments, the movement manner for returning using the above two types of methods may be the same. Note that "object movement manners are different" means including various differences that are recognizable to a player as differences in the way of movement. "The movement manner of the object is different" means, for example, that the path along which the object moves is different, as in this embodiment, as well as that the movement speed is different and that the appearance of the object when moving is different.
[0138] In this embodiment, the user interface for specifying a designated position for a shot move (see FIG. 7) and the user interface for specifying a designated position for a jump move (see FIG. 10) are different from each other. That is, for a shot move, the game system 1 displays an image indicating the designated position (i.e., designated position marker 221) superimposed on an image of the game stage 201 in the game space, while for a jump move, the game system 1 displays an image indicating the designated position (i.e., cursor 232) superimposed on a map image showing the game stage 201. Therefore, in this embodiment, the player can clearly recognize whether the input specifying the designated position is for a shot move or a jump move.
[0139] As shown in FIG. 9 , in this embodiment, when a jump execution input is made after the end of the standby state (i.e., during the ejection preparation state or the ejection movement), the game system 1 makes the player object 213 make an ejection movement (step S13) before making the player object 213 make a jump movement (step S15). That is, in the above case, the player object 213 makes an ejection movement (step S13) following the ejection preparation state (step S12 shown in FIG. 9 ), and further makes a jump movement after the ejection movement (step S15). Specifically, in this embodiment, the player object 213 returns to the game stage 201 by an ejection movement, then makes the above-mentioned continuous movement, and then makes a jump movement following the continuous movement. However, in other embodiments, the player object 213 may make a jump movement following the ejection movement without making a continuous movement after returning to the game stage 201 by an ejection movement. Also, in other embodiments, the player object 213 may make a jump movement following the end of the above-mentioned strengthened state.
[0140] In this embodiment, at the start of the ready-to-eject state, the game system 1 sets a designated position to a predetermined initial position even if there is no injection movement input by the player. Therefore, even if no injection movement input is made in the ready-to-eject state, the player object 213 makes an injection movement (based on the designated position set as the initial position) after the second waiting time has elapsed. Therefore, in this embodiment, even if there is no injection movement input by the player during the period from the start of the waiting state to the end of the ready-to-eject state, the player object 213 makes an injection movement, and if a jump execution input is made during that period, a jump movement is made following the injection movement.
[0141] As described above, in this embodiment, when a jump movement input is performed during a period during which the player object is making a shot movement (i.e., the period from when the player object starts to return in response to a shot movement input until the player object actually returns), the game system 1 moves the player object based on the designated position designated by the jump movement input. This allows the player object 213 to move significantly to another position immediately after returning, thereby broadening the range of strategies the player can adopt after returning and improving the strategic nature of the game. For example, if the game situation changes after making a shot movement input or if the player makes a mistake in the designated position, it is expected that the player will want to change the return position. According to this embodiment, in such a case, the player can essentially change the return position of the player object 213.
[0142] As described above, in this embodiment, when a jump movement input (more specifically, a jump execution input) is made during the ejection preparation state, the game system 1 moves the player object based on the designated position specified by the jump movement input, not only during the ejection movement period. As is clear from this, the above phrase "when a jump movement input is made during the ejection movement period, the player object is moved based on the designated position specified by the jump movement input" means that the player object moves when a jump movement input is made at least during the ejection movement period, and does not exclude the player object from moving when a jump movement input is made during periods other than the ejection movement period. In other embodiments, the game system 1 may perform the above movement when a jump movement input is made during the ejection movement period, but may not perform the above movement when a jump movement input is made during the ejection preparation state.
[0143] In this embodiment, when a jump movement input is made during the period from when an injection movement input is made until the player object returns, the game system 1 first makes the player object 213 make an injection movement and then makes the player object 213 make a jump movement. In contrast to this, in other embodiments, in the above case, the game system 1 may make the player object 213 make a jump movement without making the injection movement.
[0144] In this embodiment, the player object 213 can perform a jump movement not only at the standby position but also on the game stage 201. That is, the game system 1 accepts the jump movement input even when the player object 213 is placed on the game stage 201, and causes the player object 213 to perform a jump movement when a jump movement input is performed by the player. As described above, when the player object 213 is placed on the game stage 201, it is also possible for the player object 213 to perform a jump movement from a position on the game stage 201 to the standby position.
[0145] In this embodiment, when the player object 213 performs a jump movement following a shot movement, the jump movement starts at an earlier timing than when other jump movements are performed (i.e., when a jump movement is not performed following a shot movement). Specifically, the game system 1 sets the time from completion of the jump movement input (i.e., from when a jump execution input is performed) until the player object 213 starts the jump movement in the former case to be shorter than the time from completion of the jump movement input until the player object 213 starts the jump movement in the latter case. For example, when the player object performs a preparatory movement before jumping, the time for the preparatory movement in the former case is set to be shorter than that in the latter case. This allows the player to change the position of the player object 213 more quickly when the player object 213 performs a jump movement following a shot movement.
[0146] [3. Specific examples of processing in game systems] Next, a specific example of information processing in the game system 1 will be described with reference to FIGS.
[0147] 11 is a diagram showing an example of various data used for information processing in the game system 1. The various data shown in FIG. 11 is stored in a storage medium accessible by the main unit 2 (for example, flash memory 84, DRAM 85, and / or a memory card inserted in slot 23, etc.).
[0148] As shown in Fig. 11, the game system 1 stores a game program. The game program is a game program for executing the game processing in this embodiment (specifically, the game processing shown in Fig. 12). That is, the game system 1 executes the game program, thereby executing the processing of each step in the above-mentioned game processing. The game system 1 also stores operation data, player object data, ally object data, and enemy object data.
[0149] The operation data is data indicating operations by each player playing the game (i.e., a player operating each operation object). In this embodiment, the operation data includes input data indicating input to each of the above-mentioned input units.
[0150] The player object data indicates the state of the player object. In this embodiment, the player object data includes motion state data and strengthened state data. The motion state data indicates the state related to the motion of the player object (for example, the above-mentioned waiting state and launch preparation state, etc.). The strengthened state data indicates the state related to the motion of the player object (for example, whether or not the player object is in the above-mentioned strengthened state).
[0151] The ally object data indicates the status of the ally object. The ally object data includes action status data indicating the status related to the action of the ally object and strengthening status data indicating the status related to the strengthening of the ally object. Although not shown, the ally object data is stored for each ally object that appears in the game.
[0152] The enemy object data indicates the state of the enemy object. The enemy object data includes motion state data indicating the state of the enemy object's motion and strengthening state data indicating the state of the enemy object's strengthening. Although not shown, enemy object data is stored for each enemy object that appears in the game.
[0153] Fig. 12 is a flowchart showing an example of the flow of game processing executed by the game system 1. The game processing shown in Fig. 12 is started in response to an instruction to start the game being given by the player during execution of the game program.
[0154] In the present embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1 to perform the processing of each step shown in FIG. 12. However, in other embodiments, some of the processing of each step may be performed by a processor (e.g., a dedicated circuit) other than the processor 81. Furthermore, if the game system 1 is capable of communicating with another information processing device (e.g., a server), some of the processing of each step shown in FIGS. 12 to 15 may be performed in the other information processing device. Furthermore, the processing of each step shown in FIGS. 12 to 15 is merely an example, and the order of the processing of each step may be reversed, or another process may be performed in addition to (or instead of) the processing of each step, as long as similar results are obtained.
[0155] 12 to 15, the processor 81 uses a memory (for example, a DRAM 85). That is, the processor 81 stores information (in other words, data) obtained by each processing step in the memory, and when using the information in a subsequent processing step, reads the information from the memory and uses it.
[0156] In step S21 shown in FIG. 12, the processor 81 acquires operation data related to each player. Here, of the players, operation data related to the player of game system 1 is transmitted from each of the controllers 3 and 4 to the main unit 2 as described above. This operation data is received by the controller communication unit 83 and stored in the storage medium such as the DRAM 85. Furthermore, operation data related to other players (i.e., allied players and enemy players) different from the game system 1 is transmitted from the game systems of the other players to the game system 1. This operation data is received by the network communication unit 82 and stored in the storage medium such as the DRAM 85. The processor 81 reads out the operation data related to each player from the storage medium. Following step S21, the process of step S22 is executed.
[0157] In step S22, processor 81 executes a player object control process. The player object control process is a process for controlling the movement of a player object based on an operation by a player. In the player object control process, processor 81 causes the player object to perform, for example, the above-mentioned shooting movement or jump movement, or to perform an attack movement against another controlled object. The details of the player object control process will be described later. Following step S22, the process of step S23 is executed.
[0158] In step S23, processor 81 executes another object control process. The other object control process is a process for controlling the actions of the ally object and enemy object (for example, the above-mentioned shooting movement and jump movement, or attacking actions against other controlled objects) based on operations by the ally player and enemy player. Following step S23, the process of step S24 is executed.
[0159] In step S24, processor 81 generates a game image and displays it on display 12. Specifically, processor 81 generates an image representing the game space as seen from the virtual camera. Note that the specific method of controlling the virtual camera is arbitrary. In this embodiment, when the player object is in a standby state or a ready-to-eject state, processor 81 controls the virtual camera so as to generate the image described in “2-2. Return to the Game Stage at the Start of the Game” above (see FIGS. 6 and 7). Furthermore, when the player object is placed on game stage 201, the movement of the virtual camera is controlled so as to follow the movement of the player object. The above “following the movement of the player object” refers to both a state in which the movement of the virtual camera is controlled from a so-called first-person perspective and a state in which the movement of the virtual camera is controlled from a so-called third-person perspective. Note that in either the first-person perspective or the third-person perspective, the position and / or orientation of the virtual camera may be changed by an operation by the player, or the position and / or orientation of the virtual camera may be changed depending on the orientation of the player object. Furthermore, when the above-mentioned map display input is made, the processor 81 generates the above-mentioned map image and displays it on the display 12 (see step S61 described later).
[0160] In this embodiment, the game system 1 displays images on the display 12, but the images may also be displayed on a display device other than the display 12 (for example, a monitor connected to the main unit 2).
[0161] In this embodiment, when a series of processing loops of steps S21 to S25 is repeatedly executed, the processor 81 repeatedly executes the processing of step S24 above at a rate of once per predetermined time (for example, one frame time). As a result, a game image showing the operation of each control object etc. in the game space is displayed. After step S24, the processing of step S25 is executed.
[0162] In step S25, processor 81 determines whether or not to end the game. For example, processor 81 determines to end the game when a condition for ending the game (for example, the time limit has elapsed or the game is over) is satisfied, or when an instruction to end the game is given by the player. If the determination result in step S27 is positive, processor 81 ends the game processing shown in FIG. 12. On the other hand, if the determination result in step S25 is negative, the processing of step S21 is executed again. Thereafter, a series of processing loops from steps S21 to S25 is repeatedly executed until it is determined in step S25 that the game is to end.
[0163] 13 and 14 are sub-flowcharts showing an example of a detailed flow of the player object control processing shown in FIG. 12. In the player object control processing, first, in step S30, processor 81 refers to the action state data of the player object data stored in the storage medium to determine whether or not the player object is in a normal state. The normal state is a state in which the state related to the action of the player object is not any of the above-mentioned waiting state, ready-to-eject state, ejection state (i.e., a state in which the player object is in the process of ejection movement or continuous movement), jump state (i.e., a state in which the player object is in the process of jumping movement), or exit state. If the determination result in step S30 is positive, the processing of step S31 is executed. On the other hand, if the determination result in step S30 is negative, the processing of step S32 is executed.
[0164] In step S31, processor 81 controls the player object to perform an action in accordance with an input from the player. For example, processor 81 moves the player object based on a movement input from the player, or performs an attack action based on an attack input from the player. Note that the player object control process in this embodiment is repeatedly executed once per predetermined time (e.g., one frame time). Therefore, in one processing of step S31 (the same applies to steps S35, S46, and S52 described below), processor 81 moves the player object by an amount of movement during the predetermined time. For example, when the player object performs a movement action, processor 81 moves the player object by an amount of movement during the predetermined time. Following step S31, the process of step S32 is executed.
[0165] In step S32, processor 81 determines whether or not at least one player object has satisfied the above-mentioned exit condition as a result of the processes of steps S22 and S23 executed up to that point. If the determination result of step S32 is positive, the process of step S33 is executed. On the other hand, if the determination result of step S32 is negative, the process of step S33 is skipped and the process of step S34 is executed.
[0166] In step S33, processor 81 changes the action state of the player object to an exiting state. Specifically, processor 81 updates the player object data stored in the storage medium to content indicating the exiting state. Following step S33, the process of step S34 is executed.
[0167] In step S34, processor 81 refers to the action state data of the player object data stored in the storage medium to determine whether or not the player object is in an exit state. If the determination result in step S34 is positive, the process proceeds to step S35. On the other hand, if the determination result in step S34 is negative, the process proceeds to step S38, which will be described later.
[0168] In step S35, processor 81 performs an exit process that causes the player object to exit the game stage. The exit process is, for example, a process of moving the player object from a position on the game stage where the player object has satisfied an exit condition to a standby position. In the exit process, it is not necessary to continuously move the player object from the position where the exit condition has been satisfied to the standby position; the player object may be controlled to disappear once at the position where the exit condition has been satisfied, and then reappear at the standby position. Following step S35, the process of step S36 is executed.
[0169] In step S36, processor 81 determines whether or not the exit process has been completed. Specifically, processor 81 determines whether or not the movement of the player object to the standby position has been completed. If the determination result in step S36 is positive, the process of step S37 is executed. On the other hand, if the determination result in step S36 is negative, the process of step S37 is skipped and the process of step S38 is executed.
[0170] In step S37, processor 81 changes the action state of the player object to a standby state. Specifically, processor 81 updates the action state data of the player object data stored in the storage medium to content indicating a standby state. Processor 81 also places the player object at a standby position. Following step S37, the process of step S38 is executed.
[0171] In step S38, processor 81 determines whether or not the player object is in a standby state by referring to the action state data of the player object data stored in the storage medium. If the determination result in step S38 is positive, the process proceeds to step S39. On the other hand, if the determination result in step S38 is negative, the process proceeds to step S41, which will be described later.
[0172] In step S39, processor 81 determines whether or not the transition condition for transitioning from the standby state to the ejection preparation state (see "[2-2. Return to the game stage at the start of the game]" above) is satisfied. If the determination result in step S39 is positive, the processing of step S40 is executed. On the other hand, if the determination result in step S39 is negative, the processing of step S40 is skipped and the processing of step S41 is executed.
[0173] In step S40, processor 81 changes the action state of the player object to a ready-to-eject state. Specifically, processor 81 updates the action state data of the player object data stored in the storage medium to content indicating the ready-to-eject state. Processor 81 also moves the player object into the waiting object. Following step S40, the process of step S41 is executed.
[0174] In step S41, processor 81 refers to the motion status data of the player object data stored in the storage medium to determine whether the player object is in a ready-to-launch state. If the determination result in step S41 is positive, the process proceeds to step S42. On the other hand, if the determination result in step S41 is negative, the process proceeds to step S45, which will be described later.
[0175] In step S42, processor 81 places an object of a designated position marker (see FIG. 7) based on a shot movement input by the player. That is, processor 81 determines the content of the shot movement input based on the operation data related to the player acquired in step S21, and places the designated position marker at the position designated by the shot movement input. During the shot preparation state, the process of step S42 is repeatedly executed, thereby moving the designated position marker in accordance with the shot movement input. Following step S42, the process of step S43 is executed.
[0176] In step S43, processor 81 determines whether or not the injection start condition for starting the injection movement (see "[2-2. Return to the game stage at the start of the game]" above) has been satisfied. If the determination result in step S43 is positive, the processing of step S44 is executed. On the other hand, if the determination result in step S43 is negative, the processing of step S44 is skipped and the processing of step S45 is executed.
[0177] In step S44, processor 81 changes the action state of the player object to the ejection state. The ejection state is a state in which the player object performs the ejection movement or continuous movement described above. Specifically, processor 81 updates the action state data of the player object data stored in the storage medium to content indicating the ejection state. Following step S44, the process of step S45 is executed.
[0178] 14, processor 81 determines whether or not the player object is in the ejection state by referring to the action state data of the player object data stored in the storage medium. If the determination result of step S45 is positive, the process of step S46 is executed. On the other hand, if the determination result of step S45 is negative, the process of step S51, which will be described later, is executed.
[0179] In step S46, processor 81 causes the player object to perform an ejection movement or a continuous movement. That is, processor 81 causes the player object to perform an ejection movement immediately after entering the ejection state, and causes the player object to perform a continuous movement after the ejection movement ends. Note that the specific operations of the ejection movement and the continuous movement are as described above in "[2-2. Return to the game stage at the start of the game]". Following step S46, the processing of step S47 is executed.
[0180] In step S47, processor 81 determines whether or not the player object has completed its injection movement. If the determination result in step S47 is positive, the process proceeds to step S48. On the other hand, if the determination result in step S47 is negative, the process proceeds to step S49, skipping step S48.
[0181] In step S48, processor 81 changes the strengthening state of the player object to the strengthened state. Specifically, processor 81 updates the strengthened state data of the player object data stored in the storage medium to content indicating the strengthened state. As a result, the player object enters the strengthened state described above, and its defense against attacks from enemy objects is strengthened. Following step S48, the process of step S49 is executed.
[0182] In step S49, processor 81 determines whether or not the player object has finished continuous movement. If the determination result of step S49 is positive, the process of step S50 is executed. On the other hand, if the determination result of step S49 is negative, the process of step S50 is skipped and the process of step S51 is executed.
[0183] In step S50, processor 81 changes the action state of the player object to the normal state. Specifically, processor 81 updates the action state data of the player object data stored in the storage medium to content indicating the normal state. Following step S50, the process of step S51 is executed.
[0184] In step S51, processor 81 determines whether or not the player object is in a jumping state by referring to the action state data of the player object data stored in the storage medium. The jumping state is a state in which the player object performs the above-mentioned jumping movement. If the determination result in step S51 is positive, the process of step S52 is executed. On the other hand, if the determination result in step S51 is negative, the process of step S55, which will be described later, is executed.
[0185] In step S52, processor 81 causes the player object to perform a jump movement. The specific operation of the jump movement is as described above in "[2-3. Returning to a game stage during a game]". The designated position that is the destination of the jump movement is set in the jump control processing (FIG. 15) that will be described later. Following step S52, the processing of step S53 is executed.
[0186] In step S53, processor 81 determines whether or not the player object has completed the jump movement. If the determination result of step S53 is positive, the process proceeds to step S54. On the other hand, if the determination result of step S53 is negative, the process skips step S53 and proceeds to step S55.
[0187] In step S54, processor 81 changes the action state of the player object. Specifically, if the destination of the jump movement is a position on game stage 201, processor 81 changes the action state of the player object to the normal state. Furthermore, if the destination of the jump movement is the standby position described above, processor 81 changes the action state of the player object to the standby state. In step S54, processor 81 updates the action state data of the player object data stored in the storage medium to content indicating the normal state or the standby state. Following step S54, the process of step S55 is executed.
[0188] In step S55, processor 81 determines whether or not the above-mentioned strengthening time has elapsed since the player object entered the strengthened state. If the determination result in step S55 is positive, the process of step S56 is executed. On the other hand, if the determination result in step S55 is negative, the process of step S56 is skipped, and processor 81 ends the player object control process.
[0189] In step S56, processor 81 changes the strengthening state of the player object to the reference state (i.e., a state that is not a strengthened state). Specifically, processor 81 updates the strengthened state data of the player object data stored in the storage medium to content that indicates the reference state. This cancels the strengthened state of the player object. After step S56, processor 81 terminates the player object control process.
[0190] 15 is a flowchart showing an example of the flow of the jump control processing. The jump control processing is started in response to a map display input made by the player during execution of the above game processing (FIG. 12). A series of processing steps in the jump control processing are executed in parallel with a series of processing steps in the above game processing.
[0191] In the jump control process, first, in step S61, processor 81 generates the map image described above (see FIG. 10). After the process of step S61 is executed, the map image is displayed on display 12 in step S26 described above until the process of step S64, which will be described later, is completed. After step S61, the process of step S62 is executed.
[0192] In step S62, processor 81 moves a cursor on the map image (i.e., cursor 232 shown in FIG. 10) in response to a cursor movement input by the player. That is, processor 81 determines the content of the cursor movement input based on the operation data related to the player acquired in step S21, and places the cursor at a position specified by the cursor movement input. Processor 81 also moves ally markers on the map image (i.e., ally markers 233-235 shown in FIG. 10) in response to the positions of ally objects. Note that while a series of processing loops from steps S62 to S63 is being executed, the processing of step S62 is repeatedly executed once per predetermined time (e.g., one frame time). Following step S62, the processing of step S63 is executed.
[0193] In step S63, processor 81 determines whether a jump execution input has been made by the player, based on the operation data related to the player acquired in step S21. If the determination result in step S63 is positive, the process of step S64 is executed. On the other hand, if the determination result in step S63 is negative, the process of step S62 is executed again. Thereafter, a series of processing loops from step S62 to S63 is repeatedly executed until it is determined in step S63 that a jump execution input has been made.
[0194] In step S64, processor 81 ends the display of the map image. As a result, in the next step S26, an image showing the game space, instead of the map image, is displayed on display 12. Following step S64, the process of step S65 is executed.
[0195] In step S65, processor 81 refers to the action state data of the player object data stored in the storage medium to determine whether the player object is in a standby state or a normal state. If the determination result in step S65 is positive, the process proceeds to step S66. On the other hand, if the determination result in step S65 is negative, the process proceeds to step S67.
[0196] In step S66, processor 81 changes the action state of the player object to a jump state. Specifically, processor 81 updates the action state data of the player object data stored in the storage medium to content indicating the jump state. As a result, in the player object control process (FIG. 13) to be executed next, the determination result in step S51 becomes positive, and the player object is controlled to perform a jump movement in step S52. In this way, when the player object is in the standby state or the normal state, the player object immediately performs a jump movement in response to a jump execution input. After step S66, processor 81 terminates the jump control process.
[0197] In step S67, processor 81 determines whether or not the continuous movement of the player object has ended. When the determination result of step S67 is positive, the process of step S68 is executed. On the other hand, when the determination result of step S67 is negative, the process of step S67 is executed again. That is, processor 81 waits to execute the process of step S68 until the determination result of step S67 becomes positive.
[0198] In step S68, processor 81 changes the action state of the player object to a jump state. Specifically, processor 81 updates the action state data of the player object data stored in the storage medium to content indicating the jump state. As a result, in the player object control process (FIG. 13) to be executed next, the determination result of step S51 becomes positive, and the player object is controlled to perform a jump movement in step S52. In this way, when the player object is in the ready-to-launch state or the launched state, the player object does not perform a jump movement immediately after the jump execution input, but performs the jump movement after the launch state ends. Furthermore, when processor 81 causes a jump movement to be performed by the process of step S68, it sets the time from completion of the jump movement input to the start of the jump movement to be shorter than when the jump movement is performed by the process of step S66. After step S68, processor 81 terminates the jump control process.
[0199] In the game processing, the same processing as the player object control processing and jump control processing is executed for other control objects (i.e., ally objects and enemy objects) other than the player object. That is, in the other object control processing (step S23) described above, the same processing as the player object control processing (step S22) is executed except that the input used to control the movement of the control object is not an input by the player but an input by another player, and the object whose movement is controlled is either the player object or another control object. In addition, in the jump control processing, the same processing as the above steps S63, S65 to S68 is executed for other control objects, except that the input used to control the movement of the control object is not an input by the player but an input by another player, and the object whose movement is controlled is either the player object or another control object.
[0200] In this embodiment, the game system 1 acquires information indicating an input by another player from the other game system (step S21), and controls the movement of the other control object based on the information. Here, in other embodiments, the game system 1 may acquire information indicating the movement of the other control object (e.g., information indicating the position, posture, and movement content) from the other game system, and control the movement of the other control object based on the information.
[0201] [4. Effects and Modifications of the Present Embodiment] According to the above embodiment, the information processing program (e.g., game program) is an information processing program to be executed by a computer (e.g., processor 81) of an information processing device (e.g., game system 1) that executes game processing for controlling a player object and an enemy object in a game stage in a three-dimensional virtual space (e.g., game space). The information processing program causes the computer to function as the following means. A player object control means for controlling the movement of a player object based on an input from a player in a game stage (step S31). Enemy object control means for controlling the movement of enemy objects in the game stage regardless of input by the player (step S23) A first display control means for displaying on the display device an image of the three-dimensional virtual space seen from a viewpoint whose movement is controlled in a manner following the movement of the player object (step S26). a player object exit means for causing the player object to exit the game stage when the player object has satisfied an exit condition due to an attack by an enemy object (step S33); a second display control means for causing the display device to display, after the player object has exited the game stage, an image (FIG. 6 or FIG. 7) of the three-dimensional virtual space seen from a viewpoint at a bird's-eye view position overlooking at least a first area (e.g., an ejection area) of the game stage (step S26); a player object return means for, after the player object has exited the game stage, (a) when a first condition is satisfied (for example, when the ejection start condition is satisfied), returning the player object based on a position within a first area of the game stage that is designated by the first type of return input, and (b) when a second condition different from the first condition is satisfied (for example, when a jump movement input is performed by the player), returning the player object based on a position of a predetermined other object placed on the game stage that is designated by the second type of return input (steps S46 and S52). Furthermore, the player object control means controls the movement of the player object based on an input by the player after the player object has returned to the game stage.
[0202] According to the above, the player can return the player object to the game stage by the two methods (a) and (b) described above. This allows the game system 1 to broaden the options available to the player when returning to the game stage, thereby improving the strategic value of the game regarding the return.
[0203] Note that the above phrase "controlling the movement of an enemy object regardless of input by a player" means both a mode in which the movement of an enemy object is controlled based on input from a player other than the player (i.e., the enemy player), and a mode in which the game system controls the movement of an enemy object in accordance with operation rules (defined in a game program, for example). In other words, the enemy object may be operated by a person (i.e., the enemy player), or may be operated by a computer (i.e., the game system) without being operated by a person.
[0204] Furthermore, the above phrase "at least when the player object satisfies the exit condition due to an attack by an enemy object, the player object is made to exit the game stage" does not exclude other cases in which the player object is made to exit.
[0205] Furthermore, the above phrase "returning the player object based on the designated position" includes any method in which the player object is returned by controlling the movement of the player object based on the designated position. In other words, the above phrase "returning the player object based on the designated position" may mean that the return position of the player object is not necessarily the designated position.
[0206] In the above embodiment, the information processing program can also be said to cause the computer to function as the following means. A player object control means for controlling the movement of a player object based on an input from a player in a game stage (step S31). An ally object control means for controlling the movement of an ally object based on an input from an ally player different from the player in the game stage (step S23). Enemy object control means for controlling the movement of enemy objects in the game stage regardless of input by the player (step S23) A first display control means for displaying on the display device an image of the three-dimensional virtual space seen from a viewpoint whose movement is controlled in a manner following the movement of the player object (step S26). a player object exit means for, when the player object satisfies at least an exit condition due to an attack by an enemy object, causing the player object to exit the game stage and placing the player object in a first waiting position different from the game stage (step S33); an ally object exiting means for, when the ally object satisfies the exiting condition due to at least an attack by an enemy object, causing the ally object to exit the game stage and placing the ally object at a second waiting position which is different from the game stage and different from the first waiting position (step S23); a player object return means for returning the player object based on a designated position, which is within at least the first area of the game stage and is designated by a return input by the player, after the player object is placed at the first standby position (step S46 or S52); an ally object returning means for returning the ally object based on a position in the first area, which is designated by a return input by the ally player, after the ally object is placed in the second standby position (step S23); Furthermore, the player object control means controls movement of the player object based on an input by the player after the player object has returned to the game stage. The ally object control means controls movement of the ally object based on an input by the ally player after the ally object has returned to the game stage.
[0207] According to the above, it is possible to differentiate the environments when each of the ally control objects returns to the game stage, thereby improving the strategic nature of the return to the game stage.
[0208] In the above embodiment, the game system 1 causes the control object to perform two types of movement actions, namely, a launch movement and a jump movement, but in other embodiments, the control object may be caused to perform only one of the two movement actions. In such an embodiment, as in the above embodiment, it is possible to differentiate the environment when each control object on the ally side returns to the game stage.
[0209] In other embodiments, the game system 1 may not have some of the configurations in the above embodiments, or may not execute some of the processes executed in the above embodiments. For example, in order to achieve some specific effects in the above embodiments, the game system 1 may have the configurations for achieving those effects and execute the processes for achieving those effects, but may not have other configurations or may not execute other processes.
[0210] In the above embodiment, the game system 1 restricts jumping movement by the control object at the start of the game and allows only projectile movement. However, in other embodiments, the game system 1 may allow jumping movement by the control object not only during the game but also at the start of the game. For example, if a predetermined object (e.g., an item object) is placed on the game stage at the start of the game, the control object may be able to make a jump movement using the position of the predetermined object as a designated position. [Industrial Applicability]
[0211] The above-described embodiment can be used, for example, as a game system or a game program, with the aim of improving the strategic nature of a game. [Explanation of symbols]
[0212] 1. Game System 2 Main unit 3 Left Controller 4 Right Controller 81 processors 201 Game Stages 202~209 Waiting objects 211,212 Injection area 213 Player Object 221,224,225 Designated position marker 231 map images
Claims
1. An information processing program to be executed by a computer of an information processing device, player object moving means for controlling movement of a player object on a game stage in a three-dimensional space based on a first operation input by a player; a first camera control means for causing a virtual camera to follow the movement of the player object within the three-dimensional space; an exit means for causing the player object to exit the game stage when an exit condition for the player object is satisfied by at least an attack by an enemy object; second camera control means for moving the virtual camera to a bird's-eye view position overlooking the game stage based on the player object having exited the game stage; a game image generating means for generating a game space image based on the virtual camera in the three-dimensional space; causing the computer to function as a returning means for returning the player object that has been caused to leave the game stage to a position in the game stage indicated by a cursor whose position in the game space image is updated in response to a second operation input by a user, in a scene where the player object has been caused to leave the game stage; Information processing program.
2. the returning means returns the player object when a predetermined time has elapsed since the player object left the game stage; The information processing program according to claim 1 .
3. the returning means returns the player object when a third operation input is performed by the player before the predetermined time has elapsed since the player object left the game stage. The information processing program according to claim 2 .
4. the exit means places the player object that has exited the game stage at a standby position different from on the game stage; The information processing program according to claim 1 .
5. the returning means returns the player object by an action different from the movement action of the player object on the game stage; The information processing program according to claim 4.
6. the returning means changes the moving direction of the player object based on an input by the player during the player object's return to the game stage. The information processing program according to claim 5 .
7. the standby position is a position where the player object is not attacked by other objects; The information processing program according to claim 4.
8. the standby position is a position where the player object cannot attack other objects; The information processing program according to claim 4.
9. player object moving means for controlling movement of a player object on a game stage in a three-dimensional space based on a first operation input by a player; a first camera control means for causing a virtual camera to follow the movement of the player object within the three-dimensional space; an exit means for causing the player object to exit the game stage when an exit condition for the player object is satisfied by at least an attack by an enemy object; second camera control means for moving the virtual camera to a bird's-eye view position overlooking the game stage based on the player object having exited the game stage; a game image generating means for generating a game space image based on the virtual camera in the three-dimensional space; a return means for returning the player object that has been caused to leave the game stage to a position in the game stage indicated by a cursor whose position in the game space image is updated in response to a second operation input by a user, in a scene where the player object has been caused to leave the game stage, Information processing system.
10. player object moving means for controlling movement of a player object on a game stage in a three-dimensional space based on a first operation input by a player; a first camera control means for causing a virtual camera to follow the movement of the player object within the three-dimensional space; an exit means for causing the player object to exit the game stage when an exit condition for the player object is satisfied by at least an attack by an enemy object; second camera control means for moving the virtual camera to a bird's-eye view position overlooking the game stage based on the player object having exited the game stage; a game image generating means for generating a game space image based on the virtual camera in the three-dimensional space; a return means for returning the player object that has been caused to leave the game stage to a position in the game stage indicated by a cursor whose position in the game space image is updated in response to a second operation input by a user, in a scene where the player object has been caused to leave the game stage, Information processing device.
11. An information processing method executed by an information processing system, comprising: a player object moving step of controlling movement of a player object based on a first operation input by a player in a game stage within a three-dimensional space; a first camera control step of causing a virtual camera to follow movement of the player object in the three-dimensional space; an exit step of causing the player object to exit the game stage when an exit condition for the player object is satisfied by at least an attack by an enemy object; a second camera control step of moving the virtual camera to a bird's-eye view position overlooking the game stage based on the player object having exited the game stage; a game image generating step of generating a game space image based on the virtual camera in the three-dimensional space; a returning step of returning the player object that has been caused to leave the game stage to a position in the game stage indicated by a cursor whose position in the game space image is updated in response to a second operation input by a user, in a scene where the player object has been caused to leave the game stage, Information processing methods.
Citation Information
Patent Citations
Game system and program
JP2020124533A